Beispiel #1
0
    def menu_page(self):
        bg = pg.image.load('./assets/bg.jpg')
        bg = pg.transform.scale(bg, (self.win_width, self.win_height))

        new_game_button = Button('NEW GAME', (100, 150, 250, 50),
                                 self.game_page)
        new_game_button.config(hover=(25, 25, 25))

        play_online_button = Button('PLAY ONLINE', (100, 225, 250, 50),
                                    lambda: self.game_page(online=True))
        play_online_button.config(hover=(25, 25, 25))

        quit_game_button = Button('QUIT', (100, 300, 250, 50), self.quit)
        quit_game_button.config(hover=(25, 25, 25))

        while True:

            self.win.blit(bg, (0, 0))

            new_game_button.draw(self.win)
            play_online_button.draw(self.win)
            quit_game_button.draw(self.win)

            for event in pg.event.get():
                if event.type == pg.QUIT:
                    self.quit()

                if event.type == pg.MOUSEBUTTONDOWN:
                    new_game_button.collide(event.pos)
                    play_online_button.collide(event.pos)
                    quit_game_button.collide(event.pos)

            mouse = pg.mouse.get_pos()

            new_game_button.mouseover(self.win, mouse)
            play_online_button.mouseover(self.win, mouse)
            quit_game_button.mouseover(self.win, mouse)

            pg.display.update()
Beispiel #2
0
class NotePlatformerScene(Scene):
    def __init__(self, state):
        level = getattr(world1, f"Level_{state['level'] + 1}")

        self.state = state
        self.player = Player(position=Vector(*level.player))

        self.platforms = Group()
        self.gems = Group()
        level_width = PS.PPU * (
            max(map(lambda p: p[0] + p[2], level.platforms)) + PS.BLOB_SIZE)
        self.blobs = HorizontalScrollingGroup(
            self.player, (GS.SCREEN_WIDTH, GS.SCREEN_HEIGHT),
            (level_width, GS.SCREEN_HEIGHT), PS.SCROLL_MARGIN * PS.PPU)

        for x, y, width in level.platforms:
            platform = Platform(width=width, position=Vector(x, y))
            self.blobs.add(platform)
            self.platforms.add(platform)
        for x, y, note, winner in level.gems:
            gem = Gem(note, winner=winner, position=Vector(x, y))
            self.blobs.add(gem)
            self.gems.add(gem)
            if winner:
                goal_path = os.path.join("sounds", "long", f"{note}.wav")
                self.goal_sound = pygame.mixer.Sound(goal_path)

        self.channels = {}

        self.greeting = TextBox(
            "Your task is to find the gem which emits a certain sound.\nYou "
            "can listen to the sound by clicking on this box. You can also "
            "listen to it during the game by clicking on the \"Goal\" button "
            "in the corner.\nClick outside the box to start.",
            bgcolor=PS.TEXT_BGCOLOR,
            max_size=(GS.SCREEN_WIDTH * 0.6, GS.SCREEN_HEIGHT * 0.6),
            style=PS.TEXT_STYLE)
        self.started = False

        self.sound_btn = Button("Target sound", Vector(50, 50), Vector(10, 5))

    def update(self):
        if not self.started:
            return

        self.blobs.update()

        # Handle player-platform collisions.
        for platform in pygame.sprite.spritecollide(self.player,
                                                    self.platforms, False):
            self.player.collide(platform)

        if self.player.rect.bottom > GS.SCREEN_HEIGHT:
            self.quit(win=False)

        # Play sound near gems.
        for gem in self.gems:
            self.player.listen_to(gem)

        # Handle collisions with gems.
        for gem in pygame.sprite.spritecollide(self.player, self.gems, False):
            # End condition.
            self.quit(win=gem.winner)

    def handle_events(self, events):
        for event in events:
            # Handle interaction with greeting box.
            if not self.started:
                if event.type == pygame.MOUSEBUTTONUP:
                    pos = pygame.mouse.get_pos()
                    if self.greeting.rect.collidepoint(pos):
                        self.goal_sound.play()
                    else:
                        self.started = True
                continue

            # Handle navigation key presses.
            if event.type == pygame.KEYDOWN:
                if event.key in PS.LEFT_KEYS:
                    self.player.go_left()
                elif event.key in PS.RIGHT_KEYS:
                    self.player.go_right()
                elif event.key in PS.JUMP_KEYS:
                    if self.player.can_jump(self.platforms):
                        self.player.jump()
            elif event.type == pygame.KEYUP:
                if event.key in PS.LEFT_KEYS:
                    self.player.stop_left()
                elif event.key in PS.RIGHT_KEYS:
                    self.player.stop_right()
                elif event.key in PS.JUMP_KEYS:
                    self.player.stop_jump()
            # Handle clicking sound button.
            elif event.type == pygame.MOUSEBUTTONUP:
                if self.sound_btn.rect.collidepoint(pygame.mouse.get_pos()):
                    self.goal_sound.play()

    def render(self, screen):
        screen.fill(PS.BG_COLOR)
        self.blobs.draw(screen)
        self.sound_btn.draw(screen)
        if not self.started:
            overlay = Surface(screen.get_size(), pygame.SRCALPHA)
            overlay.fill(PS.OVERLAY_COLOR)
            screen.blit(overlay, (0, 0))
            self.greeting.draw(screen)

    def quit(self, win):
        for gem in self.gems:
            gem.sound.stop()
        if win:
            self.state["level_progress"][self.state["world"]] = (
                self.state["level"] + 1)
        next_scene = menus.WinScene if win else menus.LoseScene
        self.manager.go_to(next_scene(self.state))
Beispiel #3
0
class Menu:
    def __init__(self, players, window, playerChar=Char.EMPTY):
        self.__buttons = [[[], [], []], [[], []]]
        self.__buttons[0][0] = Button("Person", gameConfig['width'] * 0.06,
                                      gameConfig['height'] * 0.4,
                                      (255, 128, 0), 30,
                                      gameConfig['width'] * 0.25, 60)
        self.__buttons[0][1] = Button("Random Bot", gameConfig['width'] * 0.37,
                                      gameConfig['height'] * 0.4,
                                      (128, 0, 128), 30,
                                      gameConfig['width'] * 0.25, 60)
        self.__buttons[0][2] = Button("Smart Bot", gameConfig['width'] * 0.68,
                                      gameConfig['height'] * 0.4,
                                      (128, 128, 128), 30,
                                      gameConfig['width'] * 0.25, 60)
        self.__buttons[1][0] = Button("X", gameConfig['width'] * 0.2,
                                      gameConfig['height'] * 0.6,
                                      fontsConfig['xColor'], 50, 150, 100)
        self.__buttons[1][1] = Button("O", gameConfig['width'] * 0.6,
                                      gameConfig['height'] * 0.6,
                                      fontsConfig['oColor'], 50, 150, 100)
        self.__finishButton = Button("Continue", gameConfig['width'] * 0.7,
                                     gameConfig['height'] * 0.9, (0, 100, 0),
                                     20, gameConfig['width'] * 0.25, 40)

        self.__nameRect = pygame.Rect(gameConfig['width'] * 0.25,
                                      gameConfig['height'] * 0.25,
                                      gameConfig['width'] * 0.5, 32)

        self.__id = 1
        self.__playerName = ""
        self.__playerChar = playerChar
        self.__players = players
        self.__running = True
        self.__window = window

    def update(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_BACKSPACE:
                    self.__playerName = self.__playerName[0:-1]
                else:
                    if len(self.__playerName
                           ) <= 10 and event.key != pygame.K_RETURN:
                        self.__playerName += event.unicode

            if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed(
            )[0]:
                pos = pygame.mouse.get_pos()

                if self.__id == 1:
                    for i in range(0, 2):
                        if self.__buttons[1][i].click(pos):
                            self.__buttons[1][(i + 1) % 2].setIsClicked(False)
                            self.__buttons[1][i].setIsClicked(True)

                for i in range(0, 3):
                    if self.__buttons[0][i].click(pos):
                        for button in self.__buttons[0]:
                            button.setIsClicked(False)
                        self.__buttons[0][i].setIsClicked(True)

                if self.__finishButton.click(pos):
                    self.createPlayer()

    def draw(self):
        self.__window.fill(gameConfig['screenColor'])

        #Draw title
        welcomeText = fontsConfig['bigFont'].render("Welcome to Tic Tac Toe!",
                                                    True,
                                                    fontsConfig['titleColor'])
        playerText = fontsConfig['mediumFont'].render(
            "Build Player " + str(self.__id) + ":", True,
            fontsConfig['textColor'])
        self.__window.blit(welcomeText, (gameConfig['width'] * 0.16, 0))
        self.__window.blit(
            playerText,
            (gameConfig['width'] * 0.1, gameConfig['height'] * 0.1))

        # Draw name
        nameText = fontsConfig['mediumFont'].render("Name:", 1,
                                                    fontsConfig['titleColor'])
        self.__window.blit(
            nameText, (gameConfig['width'] * 0.2, gameConfig['height'] * 0.17))
        texto = fontsConfig['smallFont'].render(self.__playerName, 1,
                                                (4, 15, 133))

        pygame.draw.rect(self.__window, (255, 255, 255), self.__nameRect)
        self.__window.blit(texto,
                           (self.__nameRect.x + 5, self.__nameRect.y + 5))

        #DrawButtons
        if self.__id == 1:
            for i in range(0, 2):
                self.__buttons[1][i].draw(self.__window)

        for i in range(0, 3):
            self.__buttons[0][i].draw(self.__window)

        self.__finishButton.draw(self.__window)

        pygame.display.update()

    def createPlayer(self):
        if self.__id == 1:
            if self.__buttons[1][0].getIsClicked():
                self.__playerChar = Char.X
            elif self.__buttons[1][1].getIsClicked():
                self.__playerChar = Char.O
            else:
                return

        if self.__buttons[0][0].getIsClicked():
            self.__players.append(Player(self.__playerName, self.__playerChar))
        elif self.__buttons[0][1].getIsClicked():
            self.__players.append(
                TicTacToeBot(self.__playerName, self.__playerChar,
                             BotType.RANDOM))
        elif self.__buttons[0][2].getIsClicked():
            self.__players.append(
                TicTacToeBot(self.__playerName, self.__playerChar,
                             BotType.MINIMAX))
        else:
            return

        if self.__id == 1:
            self.moveToPlayer2()
        else:
            self.__running = False

    def moveToPlayer2(self):
        self.__id = 2

        for i in range(0, 3):
            self.__buttons[0][i].setIsClicked(False)

        self.__finishButton = Button("Start Game", gameConfig['width'] * 0.7,
                                     gameConfig['height'] * 0.9, (0, 100, 0),
                                     20, gameConfig['width'] * 0.25, 40)

        self.__playerName = ""
        if self.__playerChar == Char.X:
            self.__playerChar = Char.O
        else:
            self.__playerChar = Char.X

    def isWindowRunning(self):
        return self.__running

    def getPlayers(self):
        return self.__players